/Engine/Source/Runtime/Engine/Public/StaticMeshResources.h
Rendering resources needed to render an individual static mesh LOD. This structure is ref counted to allow the LOD streamer to evaluate the number of readers to it (readers that could access the CPU data). Because the stream out clears the CPU readable data, CPU code that samples it must ensure to only reference LODs above CurrentFirstLODIdx.
struct FStaticMeshLODResources : public [FRefCountBase](API\Runtime\Core\Templates\FRefCountBase)
FAdditionalStat...
AdditionalIndexBuffers
FStaticMeshArea...
AreaWeightedSampler
Allows uniform random selection of mesh sections based on their area.
FStaticMeshSect...
AreaWeightedSectionSamplers
Allows uniform random selection of triangles on each mesh section based on triangle area.
FStaticMeshSect...
AreaWeightedSectionSamplersBuffer
Allows uniform random selection of triangles on GPU.
uint32:  1
bBuffersInlined
True if vertex and index data are serialized inline
uint32:  1
bHasColorVertexData
uint32:  1
bHasDepthOnlyIndices
True if the depth only index buffers contained data at init.
uint32:  1
bHasRayTracingGeometry
True if the ray tracing resources struct contained data at init.
uint32:  1
bHasReversedDepthOnlyIndices
True if the reversed index buffers contained data at init.
uint32:  1
bHasReversedIndices
True if the reversed index buffers contained data at init.
uint32:  1
bHasWireframeIndices
uint32:  1
bIsOptionalLOD
True if this LOD is optional. That is, vertex and index data may not be available
uint32
BuffersSize
Sum of all vertex and index buffer sizes. Calculated in SerializeBuffers
FByteBulkData
BulkData
FCardRepresenta...
CardRepresentationData
Card Representation data associated with this mesh, null if not present.
FRawStaticIndex...
DepthOnlyIndexBuffer
Indexbuffer resource for rendering in depth only passes.
uint32
DepthOnlyNumTriangles
FString
DerivedDataKey
FDistanceFieldV...
DistanceFieldData
Distance field data associated with this mesh, null if not present.
FRawStaticIndex...
IndexBuffer
Indexbuffer resource for rendering.
float
MaxDeviation
The maximum distance by which this LOD deviates from the base from which it was generated.
FRayTracingGeom...
RayTracingGeometry
Geometry for ray tracing.
FStaticMeshSect...
Sections
Sections for this LOD.
FByteBulkData
StreamingBulkData
FStaticMeshVert...
VertexBuffers
TArray< int32 >
WedgeMap
Map of wedge index to vertex index. Each LOD need one